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Road & Highway Update!

Hello everyone!
[p][/p][p]We're happy to relase another update, this one focuses on innovations in city planning & placement tools that are easier to manage and more suitable for expansion, new road components and system changes, as well as a series of improvements and expansions to our existing mechanics.[/p][p]As with earlier updates, we have added a number of new structures, a new playable map, new environmental components and logistical units.[/p][p][/p][p]These are the main highlights:[/p]
  • [p]Road network and new operational principles[/p]
  • [p]New components that will act like roads (Squares)[/p]
  • [p]New variants of the Highway Precursor[/p]
  • [p]Early stage, animals-based freight system (Horse Carts and Pack Horses)[/p]
  • [p]New Map and a series of building and building case changes[/p]
[p][/p][h3]New Road Contributions and System Changes[/h3][p]All ‘square’ Props will now act as ‘roads’ in addition to their aesthetic ground function. If you build a square that connects to your main road network at any point, or build a road segment that continues the road network on top of a square, that square will function as a component that meets the road requirements of all structures built on it.[/p][p]We have added three different scale ‘soil’-based plaza options with a more primitive and unpaved appearance to the Cobblestone and Cement plaza options, which are also accessible much earlier in the game.[/p][p][/p][p]GIF: Newly constructed square that shares its connectivity status with each other and neighboring road networks[/p][p][/p][p]Once squares are connected to the main road network, they will be able to share this connection effect with neighboring squares or other roads.[/p][p]With this change, we wanted to support players with an easier alternative, especially in meeting the absolute road connection needs of each structure. We aimed to prevent players who use free-form structure layouts or prefer more frequent and contiguous city compositions from being hindered by road mechanics and to break the feeling of boredom that the road construction mechanics, which can become tedious in cities reaching massive scales, can create.[/p][p][/p][h3][/h3][h3]New Road Contribution Calculation Subsystem[/h3][p]Roads that facilitate access for the workforce in production facilities to the necessary raw materials/products and storage points will now offer road bonuses at different intervals based on the construction materials used and the level of development.[/p][p]We have added a new road network performance measurement method due to the challenges in measuring which material each road connection is made of from one point to another in terms of performance, as cities can reach massive scales. This system will calculate the percentage of each road type in the city's entire road network and calculate a general ‘road contribution’ accordingly, which will be reflected as a universal value in all structures connected to the road network.[/p][p][/p][p]Accordingly, we now have a new UI plugin that allows you to see a general summary of all roads in your city, showing what percentage of each road type your city contains and, based on this, the universal contribution score range. This component can be used universally in the window that opens when any road in the universe is selected.[/p][p]The new system is based on what percentage of all roads in your city are of which type and operates with an average value multiplier in a variable structure.[/p][p]The basic working range and values are as follows:[/p]
  • [p]No Road Connection: -30 WorkForce (Same as it is).[/p]
  • [p]1%-100% Dusty Road (If your entire road network consists solely of dusty roads or soil squares, you will receive a +3 workforce contribution for all buildings)[/p]
  • [p]50-100% Cobblestone (If your entire road network consists solely of cobblestone roads, you will receive a +6 workforce contribution applicable to all buildings)[/p]
  • [p]50-100% Paved Road (If your entire road network consists solely of paved roads, you will receive a +10 workforce contribution applicable to all buildings, also provides a +5 Efficiency Bonus to Tier III structures. )[/p]
  • [p]Whichever type of road is most common in your city will provide the overall effect.[/p]
[p]We aimed to make the role these fundamental components play in the game flow more meaningful by offering a slightly more realistic contribution to pedestrian transportation based on the level of development.[/p][p][/p][h3]New Early-stage Lite-Load System and Avenues (Highway Precursors)[/h3][p]While it was quite exciting for us to transition to meeting the transportation needs arising from the powerful production capacities of industrial production facilities by establishing a transportation network consisting of trucks using diesel engine technology developed in the late stages, equipping an existing city with a road network suitable for trucks can be a real problem.[/p][p]To solve this problem before it arises, we added a new type of primitive roads and intersections that can later be upgraded to ‘highways’.[/p][p]New Component : Highway Precursors - Unpaved Avenues[/p][p][/p][p]These early-stage wide roads, which trucks could also use in the future, were not aligned with New Cycle's goal of building a vast universe, as they were left as partially ‘dead zones’ used only by pedestrians until appropriate improvements were made. For this reason, we are including horse carts and pack horses in our game. Besides, who doesn't love horses? ^^[/p][p]Listening to community feedback, especially regarding the inconvenience of building new road networks in later stages, we made some changes to our master plan (creating a universe rapidly evolving into a dieselpunk theme). We hope you will enjoy the animal transportation and early-stage load-balance mechanics, which we did not plan to include in the original game content. (We also plan a more detailed infrastructure expansion covering tools for animal husbandry, breeding, management, and assignment, etc., allowing you to create and manage your live animal stock through a special mechanical network without the hassle of micromanagement.)[/p][p][/p][p][/p][p]This new mechanic will serve as a somewhat simpler predecessor to the primary cargo mechanic you will manage with trucks in the late game. Cart Yard structures will provide adjacent production facilities with a certain amount of efficiency and workforce bonuses. This transportation support, provided by two horse-drawn carts, has been added to the system as a feature that facilitates the movement of goods from one location to another using the existing workforce.[/p][p]In this context, we have added Horse Carts as a new transport unit with 5 different horse types and 8-10 different Cart model types. Currently, the first-person control option is not available, like for trucks and boats, but we plan to add it in the future.[/p][p]We are also planning a new sub-mechanics pool for managing live animal resources in the universe with the participation of horses. In the future, we have planned a more detailed sub-expansion where we can manage topics such as animal production, production facility efficiency based on animal numbers, etc.[/p][p]The number of structures that cart yards can serve is naturally limited. Players will be able to choose which neighboring production facility they want to serve.[/p][p]Early-level wide streets will help you operate your city's basic settlement plan in a more future-ready and easier-to-manage way.[/p][p]These new road components can be upgraded to ‘Highway’ components that resemble them in form once appropriate upgrades are completed. (All road segments and intersection components built by the player)[/p][p]The motor vehicle and livestock-based transportation system was linked to ‘regulation’ by being fictionalized in a way that they cannot work together at a certain point depending on the city's level of development, and one new task text was added under this heading.[/p][p][/p][h3]New Building Variants and Visual Updates to Existing Buildings[/h3][p]We have added new House I variants to the universe, represented by three different models.[/p][p]Two different 3D cases belonging to the Tall Shack Structure have been added as House I variants.[/p][p][/p][p][/p][p]We have made various changes and improvements to a number of our existing structure models. By refining these models, which were created in the very early production stages of the expanding and evolving New Cycle universe, we have strived to bring them closer to today's standards. In doing so, we have focused on enhancing the visual appeal of early-stage structures and contributing to the overall artistic quality of the universe.[/p][p]SheepYard I: old->new[/p][p][/p][p]Barn I: old->new[/p][p][/p][p]Fisher I: old->new[/p][p][/p][p]Metalwork I: old->new[/p][p][/p][p]In this way, we have strived to enhance the visual appeal of early-stage structures in particular and contribute to the overall artistic quality of the universe. In line with this, we will continue to make improvements gradually and strive to raise our overall appearance bar one step further with each update.[/p][p][/p][h3]New Playable Map Variant[/h3][p]We have added a new terrestrial map, interpreted to be close to the characteristics of northern latitudes, to the existing options.[/p][p]This biome example, with a high overall resource volume and abundant, fertile areas suitable for agriculture and animal husbandry, is designed to be relatively easy to moderate difficulty, capable of supporting a high population.[/p][p][/p][h3]New Feature: New Town Ambient SFX[/h3][p]To better reflect the atmosphere of cities and settlements, we’ve added a set of outdoor ambient sound effects to the game world that operate according to specific rules.[/p][p]This new sound effect, which operates based on elements such as the city’s population, the physical distribution of the settlement, and the camera’s distance from the ground, aims to organically incorporate general crowd noise and city background noise into the gameplay.[/p][p][/p][h3]Fixes, Balance, and Changes[/h3]
  • [p]The entire Road placement system background has been redesigned and extra control points have been added.[/p]
  • [p]Fixed a bug where some roadside structures in extra large cities would remain suspended when there was no road.[/p]
  • [p]Fixed an issue where icons showing universal effects in the Worker UI panel would accumulate and overflow from the UI panel.[/p]
  • [p]All water surface reflection features have been reset to start disabled by default. This feature can be manually re-enabled in the Settings tab for ‘ultra’ use.[/p]
  • [p]Fixed a collision warning that occurred incorrectly when building a road or structure at the same location after deleting a ‘Fence’ unit.[/p]
  • [p]Fixed an issue where the Tier III Mine structure's casing was not visible in some cases.[/p]
  • [p]Fixed an issue where the detailed components of the Tier I Mine structure's casing were not rendering.[/p]
  • [p]Fixed the incorrect positioning of ‘burning structure 3D assets’ in the universe that could occur during FPS drops.[/p]
  • [p]Fixed components of certain structures that could extend beyond their placement areas at specific angles and act as blocks for building roads or other structures.[/p]
  • [p]The farm structure garden, designed as a walkable free zone, was operating at a 90-degree incorrect position; this has been fixed.[/p]
  • [p]In the universe, especially in snowy weather, the ‘trace’ system produced by objects on the ground could sometimes clear snowy ground in inconsistent areas quite extensively; this has been fixed.[/p]
  • [p]The issue of grass, trees, and rocks remaining on the surface after road construction has been resolved.[/p]
  • [p]The distance setting for ProcessingYard main structure and processing pool sound effects has been corrected.[/p]
  • [p]The distance setting for sheep sounds has been corrected.[/p]
  • [p]The open sea sound effect and blending feature based on camera position have been redesigned.[/p]
  • [p]The issue where the outline effect of the Covered Stack City probe was not visible has been fixed.[/p]
  • [p]Following the introduction of a new load system support that increases production efficiency for Tier I and II structures, a series of updates were made to all production formulas.[/p]
  • [p]Production formulas for Tier III production facilities have been partially improved to maintain balance in the face of changes in their predecessors. (This is not the final version.)[/p]
  • [p]Improvements have been made to the tin ore and tin ingot production formulas.[/p]
  • [p]A slight improvement has been made to the age-related natural death rate, resulting in a rational balance improvement in cumulative death values.[/p]
  • [p]The locations of Crop Rotation and Divided Layer Enhancements have been swapped[/p]
  • [p]The Glass product has been removed from the ‘Builderden’ structure's wish list[/p]
  • [p]The ‘Pottery’ product has been moved under the ‘Vocational Training’ development.[/p]
  • [p]The ‘Sand’ resource has been moved under the ‘Building Static’ development and made available in the early game.[/p]
  • [p]The ‘Glass’ product has been moved under the ‘Mine Surveying’ development and brought forward to an earlier phase.[/p]
  • [p]Fixed the issue where a light cloud appeared at the top of the lightning rod structure when it was disabled.[/p]
  • [p]The lighting issue causing excessive surface glare in the inner courtyard of the Diesel Generator structure has been fixed.[/p]
  • [p]A series of text errors, primarily involving structure names, have been fixed.[/p]
[p][/p][h3]Upcoming: New Aesthetic Subsystem Expansion[/h3][p]We planned to include this aesthetic component in this update but were unable to complete it in time, so we will try to release it asap, ideally next weekend.[/p][p]We are adding a new small subsystem to enable a more organic creation of the early-stage universe view and overall city atmosphere. This new subsystem activates autonomously after the first-level ‘residential’ structures are built. Over time, the structures will make small design touches to their surroundings with a series of different 3D objects, controlling several parameters such as their location, the presence of road-facing facades, and the suitability of neighboring structures' sockets, etc., in order to better simulate the normal flow of life and visually reflect it to the player.[/p][p]This new system will operate without placing extra load on the game's main flow in terms of performance. It will spawn awnings, ropes or cables connecting buildings, suspended structure floors connecting two suitable buildings, props adjacent to the walls of the living area (crates, barrels, stools, various tools and equipment) adjacent to the walls of the living area, and certain plant types (shrubs, bushes, and ivy) depending on the biome conditions.[/p][p][/p][p]Additionally, thanks to our new universal fabric shader, which we released for the first time in the previous major update and which can react to wind and weather conditions, we have the opportunity to diversify our settlement elements.[/p][p]We have created a series of new forms by placing our ‘tent and canopy’ add-ons, which we believe will significantly contribute to the early-stage settlement appearance, in suitable locations on some primitive structures.[/p][p]We have also prepared a series of deployable city probes derived from tents and their variants and are preparing to make them available for use as aesthetic elements.[/p][p][/p][p]We hope to be back with more good news soon, and we are grateful for your continued support and encouragement![/p]

Hotfix 26-450.05

[p]Hi all,[/p][p]Thank you for the positive reactions to our latest update! We follow up with a small hotfix, see the details below:[/p][p][/p]
  • [p]\[Fixed] The proportionality of the ‘standard wind breeze’ sound effect, which works proportionally to the distance from the ground in some biomes, has been re-adjusted.[/p]
  • [p]\[Fixed] In some cases, raw materials and products that have not yet been ‘developed’ and made available for use were not displayed faintly on the relevant production structures UI, but only showed a ‘?’ sign. From now on, raw materials and products that have not yet been developed at advanced levels can be viewed within UI as a ‘preview’.[/p]
  • [p]\[Fixed] The issue where ‘draggable’ UI components on the region map screen did not work correctly has been fixed.[/p]
  • [p]\[Fixed] The ‘Cycle development’ notification was not displaying correctly on the Region map; this has been fixed.[/p]
  • [p]\[Fixed] When a structure containing animals was destroyed by the player within a pasture structure, the animals' return to their structures could be delayed; this has been fixed.[/p]
  • [p]\[Fixed] The renderer feature for one of the rear left wheels on NPC trucks was disabled; this has been fixed.[/p]
  • [p]\[Improved] The effect enabling the interaction of drivable trucks with grass was too powerful; this has been fixed and readjusted.[/p]
  • [p]\[Improved] The resolution values of the system component that calculates the tracks created by vehicles, animals, and NPCs moving on snow, sand, or other surfaces have been increased on all maps.[/p]
  • [p]\[Improved] The conditions for the existence of ‘Sheet Fence’ and doors associated with this fence type in the universe have been readjusted. These entities are accessible with the Cycle IV ‘Divided Layers’ development.[/p]
  • [p]\[Improved] In the Settings tab, the error that occurred when closing the ‘LUT’ settings window without making any selections has been fixed. This window allows you to change the final visual appearance of the universe using different color palettes as desired. Additionally, a close button has been added to this window to exit without making any changes.[/p]

Big Farming update!

[h2]Hello everyone![/h2][p][/p][p]As part of our new policies aimed at more frequent content releases, we are back with a rather mid-sized patch: This update, which includes a series of changes to the core production mechanics, advanced structures that enable new alternative formula production, and a number of other innovations, provides a structure that deepens the functions of the universe (without leaning towards micro-management) and makes organic resource production more suitable for the late game. (We were not able to finalize the russian localization for this update yet and will deliver it as soon as possible)[/p][p][/p][p][/p][h3]Game mechanic changes[/h3][p]We’ve introduced a set of refinements and systemic changes to several gameplay elements that directly impact gameplay, with a stronger focus on precision and player control.[/p]
  • [p]Production efficiency is now directly tied to terrain quality[/p]
[p]We have reworked the operating logic and efficiency calculations of buildings that produce based on soil conditions and near-surface resources. Previously, agricultural production buildings such as Farms, Kaleyards, and similar structures relied on predefined, point-based resource indicators located in biome-specific fertile zones.[/p][p]This system has been completely removed.[/p][p]In its place, we have introduced a new terrain-driven backend that reads the biome surface directly. The new model evaluates the ground cover textures of the terrain and applies at least 12 different efficiency variables to determine a building’s actual production capacity.[/p][p]This allows us to simulate a much more organic and realistic production model—where barren land, gravel-heavy ground, and lush green surfaces naturally result in different output levels.[/p][p]In early eras, primitive production buildings are heavily affected by surface-based efficiency values. As you progress into later eras, newly unlocked technologies—such as advanced production facilities, alternative production formulas, and mechanized farming—allow buildings to operate with a higher and more stable production capacity, becoming partially independent from raw surface efficiency.[/p][p][/p][p][/p][p]*New, terrain-based efficiency output computation and UI presentation*[/p][p][/p][p]This new system has now been fully rolled out to Pit I and Pit II.[/p][p]Previously, the Pit’s production model was completely independent of terrain conditions, allowing Stone, Sand, and Clay to be extracted at equal efficiency from just below the surface, regardless of where the building was placed.[/p][p]With the new system, these three raw materials are now tied to terrain-compatible resource beds. Depending on the surface composition, a Pit can operate with higher or lower efficiency for each material.[/p][p]Pits placed on rocky, steep surfaces now enable significantly more efficient Stone extraction, while built on dry, barren, vegetation-free terrain will perform better at Sand and Clay production, depending on the surface texture.[/p][p]This new system does not have sharp boundaries. You can still do some farming even on the most barren patches of land, or even pits that have not been built on rocky surfaces can produce some stone on green terrain. Just like in the real world, common resources tied to the land can be found everywhere, but the main question is how much effort it will take to access them and whether we will consider it worthwhile.[/p][p]This choice is entirely up to the player. Additionally, new regulations have been added that slightly improve location-based productivity, such as ‘aggressive irrigation’ and ‘soil rehabilitation’, but can also lead to different outcomes.[/p][p]Below is the full list of buildings updated with this system, along with brief explanations of how each one is affected:[/p]
  • [p]Farm[/p]
  • [p]Kaleyard[/p]
  • [p]Orchard[/p]
  • [p]Barn[/p]
  • [p]SheepYard[/p]
  • [p]Apiary[/p]
  • [p]Pit[/p]
  • [p]Quarry[/p]
[p][/p][h3]New Minor Side Mechanic[/h3][p]We are introducing a new building form for production support. A building has been added that can be constructed to designate ‘pasture’ areas directly related to animal husbandry. (Only Early Stage buildings)[/p][p]This new building type has a secondary role that aligns with realistic asset justification. When raising livestock in primitive buildings such as Barn I and Sheepyard I, you can optionally allow these buildings to utilize a pasture, enables production with higher efficiency.[/p][p]However, each pasture can support a certain number of production buildings, and as the number of structures sharing the pasture increases, the ‘efficiency’ bonus obtained from it is distributed proportionally according to the number of structures. In addition, the location where the pasture is placed is calculated according to the new land-based efficiency system, creating the total bonus value that the pasture will produce. Advanced industrial livestock structures cannot use pastures, but they make it possible to achieve higher production volumes in smaller areas with new animal feed mixtures.[/p][h3]For the near future[/h3][p]The following feature is planned for the next update to integrate new Terrain-Based system more meaningfully and deeply into the game flow and place it at the heart of one of the fundamental environmental struggles of its universe.[/p]
  • [p]Declining efficiency in soil-based organic production over time Calculated based on location and soil composition, efficiency will decline over time due to factors developing in parallel with the main story (For campaign) and intensive agricultural activities, causing the soil to lose its fertility. This change will occur at different rates depending on Biom types and certain regulations chosen by the player. We are planning a series of sub-mechanics and developments to support the struggle for survival against this change by choosing between advanced technological solutions and applications. This late-game problem-solving flow has not been added to this update content as of today, as it requires the presence of ‘chemicals’ and some sophisticated technological adaptations in the universe.[/p]
[p][/p][h3]New Buildings And Vehicle[/h3][p][/p][p]A series of new structures, primarily for agriculture and livestock, or advanced versions of existing structures have been added. The 3D visuals of two existing structures have been re-modeled and updated.[/p][p][/p]
  • [p]Barn II - Cattle Feedlot: Advanced livestock farm, unaffected by land and weather conditions.[/p]
  • [p]Farm II - Industrial Farm: a facility that offers the ability to practice agriculture using both traditional methods and advanced machinery.[/p]
  • [p]All models, textures and animations of the Cow family have been renewed. Additionally, at least 4 different skins have been added for each individual.[/p]
  • [p]New vehicle - Combine harvester : An advanced motorized land vehicle equipped with a mechanical plow and specialized harvesting components.[/p]
[p][/p]
  • [p]Kaleyard II - Industrial Kaleyard :A production facility that enables more efficient vegetable farming with its advanced infrastructure, such as automatic irrigation and pesticide injection systems.[/p]
  • [p]SheepYard I - Sheepyard: A production facility for sheep herding in its simplest form. Productivity varies depending on the terrain. Adequate pasture support increases productivity.[/p]
[p][/p]
  • [p]SheepYard II Sheep Fedlot: Advanced Sheep farm, unaffected by land and weather conditions.[/p]
  • [p]Pasture : A designated grazing area used to support livestock husbandry. Can sustain up to five nearby sheepyards or barns simultaneously. Efficiency bonuses vary depending on terrain location.[/p]
[p][/p][p][/p][h3]New raw materials and products[/h3]
  • [p]Wool : Raw animal fiber obtained from sheep. Used in textile production and advanced manufacturing.[/p]
  • [p]Feed Pellet : Compressed feed pellets produced from a balanced nutrient mix, used in advanced livestock facilities. Improves efficiency and supports high-density farming[/p]
  • [p]New Meat formula for Sheepyards and Sheep Fedlot[/p]
  • [p]New Diary formula for Sheepyards and Sheep Fedlot[/p]
  • [p]New Meat Formula for Cattle Fedlot[/p]
  • [p]New Sub Formula For Grain[/p]
  • [p]New Sub Formula For Clothe[/p]
  • [p]New Sub Formula For Fabric[/p]
[h3]New Props[/h3]
  • [p]Metal Plate Wall[/p]
  • [p]Construction site and scaffolding (Postponed)[/p]
[p]Minor change:[/p][p]A series of changes and improvements were made to the system showing the interaction status with ‘service buildings’ that can be accessed nearby during the placement of residential buildings.[/p][p]We attempted to resolve this fundamental issue of differentiation, which was frequently mentioned in the community's feedback, by striving to present visual feedback in the simplest and most understandable way possible without causing excessive UI complexity.[/p][p][/p][p]New Service Provider Connection Check and UI Presentation[/p][p][/p][p]Minor effect expansion:[/p][p]During open-field livestock activities and pasture use, lightning strikes may occur as environmental damage. This situation will result in the death of animals, and the relevant structure will suffer a negative impact in the form of a temporary loss of productivity.[/p][p]This situation does not occur in advanced structures that carry out closed livestock activities or in primitive structures under lightning arrester protection.[/p][p][/p][p][/p][h3]Fixes and improvements[/h3]
  • [p]Fixed the issue of the building inventory list for cycle transition was being randomly refreshed after saving/loading.[/p]
  • [p]Fixed: Advanced ‘Bronze Ingot’ production was incorrectly displayed on the Conveyor Belt requirements UI.[/p]
  • [p]After Cycle V, in line with the overall level of development, point-based disasters such as fires and lightning strikes will no longer cause negative bonuses affecting the entire city.[/p]
  • [p]In some cases, holes in the working area belonging to ‘Pit’ structures that were demolished by the player could remain without the terrain being flattened, this was fixed.[/p]
  • [p]In the shadow generation methodology for the entire universe, a series of changes were made to improve performance by affecting the calculation layers and pixel density.[/p]
  • [p]Some surfaces (field floors, cement roads) experienced a strong light effect caused by excessive reflection in the dynamic tracks and puddles that formed on them during rainy weather. It was readjusted.[/p]
  • [p]With the participation of new advanced production facilities, a series of adjustments and changes were made in livestock-based meat production.[/p]
  • [p]To properly support the new animal husbandry production cycle in the early stages of the universe, the number of ‘herb’ source locations across all active maps and the harvestable volume of these sources have been increased.[/p]
  • [p]Updates have been made to some bush models and to the settings for illumination, surface, and subsurface reflections.[/p]
  • [p]The issue of the lightning arrester building's visual appearing too early during the construction phase has been resolved. The visual of an incorrectly positioned electrically charged cloud cluster at a specific height on the same structure has been fixed.[/p]
  • [p]A series of changes and improvements were made to the color change system and color palette of plants that are affected by seasonal transitions.[/p]
  • [p]The issue of the Tier II Mine structure's casing not displaying correctly has been resolved.[/p]
  • [p]‘Barn’ structure was moved up two levels in the development tree and linked to the ‘Crop Rotation’ development. (Moved from cycle 6 to cycle 4)[/p]
  • [p]‘Dairy’ and ‘ToddlerFormula’ were also moved from Cycle 6 to Cycle 4. Instead of the same development as the barn structure, these products were linked to the development of a ‘tin-plated electric oven’ to better reflect the processing requirements and the actual flow of work in real life.[/p]
  • [p]‘Industrial Kaleyard’ Cycle V development group has been added to the development of pressurized systems. This stage has been set as the appropriate connection point for technologies such as time-controlled irrigation or spray pesticide infrastructure.[/p]
  • [p]Changes have been made to farm production formulas. With the introduction of advanced industrial farms into the universe and the availability of mechanized farming, the output of primitive farm structures has been reduced slightly. Production costs were also recalculated with the intention of maintaining balance.[/p]
  • [p]Minor corrections and adjustments were made to the 3D visuals of various structures.[/p]
  • [p]Changes and improvements were made to the wind-dependent movement-based responses of large-scale trees.[/p]
[p][/p][h3]And more on the way![/h3][p]We would like to thank our entire community once again for your patience and support, stay tuned for further insights![/p][p][/p][p][/p]

Hotfix 25-400.03

[p]Hello everyone! Another day, another patch:[/p][p][/p][h2]Main Updates[/h2][p]We have made a series of significant improvements to ensure both instant rendering costs and the seamless processing of large workloads that can accumulate over long sessions.[/p][p]With performance and optimization as the main goals, this update covers improvements in key technical areas such as real-time graphics card processing capacity, VRAM usage patterns, and balanced CPU load distribution. It also contains solutions to bugs and issues that directly affect gameplay and that we can easily focus on thanks to your quick feedback.[/p][p]All these steps have been implemented without any reduction in content or lowering the quality standard of existing visuals. We were preparing and waiting to utilize certain technological capabilities included in an upcoming game engine update. With the recent release of these new infrastructure components, we worked to deliver these improvements early through a rapid refresh and refinement process. We hope to make gameplay and your experience more enjoyable and smooth.[/p][p]As with content and gameplay, our community is our biggest source of feedback when it comes to performance. That's why your feedback and reviews are very valuable to us, we thank you in advance for your time and support.[/p][p][/p]
  • [p]\[Fixed] In sessions lasting 10-15 game years without logging out and back in, it was discovered that a cleanup component responsible for properly managing the graphics card's VRAM capacity was not functioning correctly, and this has been fixed.[/p]
  • [p]\[Improved] Compression was performed on some shaders using new methods. This directly contributed to graphics card performance.[/p]
  • [p]\[Improved] The processing methods for some textures during runtime have been modified. The required VRAM capacity has been reduced for crowded city views with extensive building inventories.[/p]
  • [p]\[Improved] The ‘Surface Layers’ view, accessible via corresponding UI buttons, now also activates the icons and minimap view of the relevant source.[/p]
  • [p]\[Improved] Volumetric clouds were detected to be operating above the assigned resolution value. This was reworked to prevent unnecessary performance loss.[/p]
  • [p]\[Improved] Reducing the installed directory size from around 10.4 GB to 8.7 GB.[/p]
  • [p]\[Fixed] The issue where some textures appeared in low quality at close range after Texture Streaming experienced problems during long gaming sessions has been fixed.[/p]
  • [p]\[Fixed] Bug affecting memory usage in the infrastructure system that enables the wetting of surfaces and the generating of the raindrop effect, has been fixed.[/p]
  • [p]\[Fixed] The settings tab labeled ‘Terrain Details’ in the General Settings section, which controls the density of details covering the terrain surface such as grass, small shrubs, or rocks, was not functioning as intended. This has been fixed.[/p]
  • [p]\[Fixed] When upgrading certain structures to Tier III, the ‘ Freight capacity requirement ’ was not being correctly applied and warnings were not being displayed, including in the Structure UI panel. Fixed.[/p]
  • [p]\[Fixed] In the advanced distillery structure, one of the ‘beverage’ production sub-formulas was not outputting results; this has been fixed.[/p]
  • [p]\[Fixed] The Clothing factory's ‘Workwear’ product output was not functioning correctly; it has been fixed.[/p]
  • [p]\[Fixed] The ‘Mead’ production formula was not producing the correct output in the Enhanced Workhall structure; it has been corrected.[/p]
  • [p]\[Fixed] Auto training for ‘Specialist’ class wasn't working properly after loading, fixed.[/p]
[h2]Minor adjustments[/h2]
  • [p]\[Fixed] The minimap display area will now only be rendered at daytime visibility levels.[/p]
  • [p]\[Fixed] Failure to activate the ‘Wide’ road alternative, which should be active along with the dirt road in the relevant tutorial stage[/p]
  • [p]\[Fixed] Wide Cobblestone Road surface layer was darker and shinier than it should have been; this has been corrected.[/p]
  • [p]\[Fixed] When the cobblestone square components were placed on top of each other, it caused a bug that led to flickering. Fixed.[/p]
  • [p]\[Improved] The ‘Wide cement pavement’ road textures has been updated.[/p]
  • [p]\[Improved] A series of changes were made to the general grass and vegetation cover, which is among the surface components of the island map. Since it was determined that features such as illumination and light reflection did not react correctly at certain angles, changes were made with better alternatives, both technically and aesthetically.[/p]
  • [p]\[Improved] The random flare value of the ‘Campfire’ flame effect for the outdoor environment placeable component has been slightly reduced.[/p]
  • [p]\[Improved] Some environmental elements (rock formations) could display a bluish color on their surface coatings under snowfall. Restored according to the general universe color palette[/p]

Hotfix 25-400.02

[p]Hello everyone,[/p][p]we're releasing this hotfix for the last update, please see the patchnotes below:[/p][p][/p][p]Main Updates[/p]
  • [p]\[Fixed] The ‘General Sound’ settings have been updated and some adjustments have been made. The settings tab where you set the general sound level will now work in more precise ranges and the maximum output will be stronger.[/p][p]Quick Reminder: After the sound range and output power updated, when you load your old games, the current sounds may seem too loud. We would like to remind you that this range, which you can adjust as you wish, may cause such discomfort on a one-time basis. We sincerely sorry for any inconvenience this may cause.[/p]
  • [p]\[Fixed] The newly added video-supported ‘Hint’ messages appear too early at the start of the game. Although the conditions for generating the messages work correctly, they appear too early because I entered the wrong time interval. The intervals have been extended, and the gap has been defined to ensure that players who use the features directed in the hint content will not see these messages.[/p]
  • [p]\[Fixed] When 3D indicators are displayed at angles parallel to the surface, they become slightly blurred due to atmospheric effects. The necessary adjustments were made, ensuring the correct rendering of 3D indicators in the universe, primarily the status indicators of structures.[/p]
  • [p]\[Fixed] After loading, the camera returns to its original starting position. The camera has been adjusted to start at the coordinates where the Save action occurred.[/p]
  • [p]\[Fixed] The newly added ‘day-night cycle and adjustable lighting time panel’ was not functioning correctly during the save/load process and was reverting to the original start interval. This has been fixed.[/p]
[p]Minor adjustments[/p]
  • [p]\[Improved] Exterior cladding feature. This newly added feature was initially applied to Tier-II structures because it looked more aesthetically pleasing on their surfaces. However, the early release of cladding materials in the universe and their inability to be used on Tier-I structures caused some confusion.[/p][p]Therefore, as a minor adjustment, the exterior cladding feature has been made available for Shack, Depot, and Medical Shed structures as well.[/p]
  • [p]\[Improved] The cobblestone city square props are not accessible in Cycle IV. The activation of these props has been assigned to the ‘Divided Layer’ development. They will become accessible once this technology is enabled.[/p]
  • [p]\[Improved] The 3D component of the outbuilding in the garden area of the depot was not functioning correctly and was causing the camera to jitter by drawing twice; this has been fixed.[/p]
  • [p]\[Improved] The ‘Deformed Brick’ cladding used for exterior customization was operating with incorrect Normal Map and Lighting settings; this has been fixed.[/p]
  • [p]\[Improved] To provide better lighting and atmospheric ambiance effects, the time intervals assigned to the newly added ‘Day-night cycle management panel’ have been rearranged.[/p]
  • [p]\[Improved] The distance ranges controlling the visibility of the 3D components of the Forge-I, Small Workhall-I, and Kiln-I structures have been reset, and their premature closure has been prevented.[/p]
  • [p]\[Improved] Some English typo errors such as “ProcessingYard” and “Standard” have been corrected.[/p]
[p]Gameplay Improvements[/p]
  • [p]\[New] As a temporary feature, once the main campaign is complete, even though the story mode ends, a new setting has been added so you can continue your session in free play with the city you have built.All your game settings and universal core mechanics will continue to function as usual, offering endless gameplay for now. [/p][p]In the future, we plan to introduce gameplay featuring ‘Vanishing Natural Environment’ systems that will become increasingly challenging and push you to find new solutions. Since this expanded Endgame mechanic was not part of our original plan and is not yet ready, we wanted to offer a temporary solution so you can continue playing with the city and community you've invested your time in.[/p]